<?php
/**
 * <https://y.st./>
 * Copyright © 2019 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'The professor is unable to cite their sources.',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2019/07/29.jpg" alt="Small trees next to larger trees beside the path" class="framed-centred-image" width="800" height="480"/>
<section id="diet">
	<h2>Dietary intake</h2>
	<p>
		For breakfast, I had 100 grams of cereal and 100 grams of soy milk.
		Instead of lunch, I ate the remaining 150 grams of dried cherries.
		I&apos;m done with them.
		I don&apos;t have to have dried cherries any more.
		I&apos;d planned to male a veggie patty sandwich for dinner, but I had too much work to catch up on, and made a peanut butter and jelly sandwich instead.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		I don&apos;t think the professor knew where they got their images from.
		Instead of citing a source, they posted new images, this time from Wikimedia.
		Again though, no source page, so I can&apos;t properly attribute them, but my main concern, which I didn&apos;t voice, was the license.
		These images are safe, so I&apos;ll use them.
		I did hope to find the source pages, but if I couldn&apos;t, that&apos;d just have to be the end of it, and I didn&apos;t really have much time left to look for them.
		The main problem though was always that the assignment assigned us specific images to use, so I couldn&apos;t search for my own images that actually work.
		Here, the professor has specifically authorised other images, which fixes the problem.
		Before even editing the provided images, I found working images under a free license online.
		The problem was never that I couldn&apos;t find images, but that I wasn&apos;t allowed to use the ones I&apos;d found.
		My response:
	</p>
	<blockquote>
		<p>
			Wikimedia?
			Perfect.
			It should be much easier to find the proper citations for those.
			Thank you very much!
		</p>
	</blockquote>
	<p>
		After posting that, I got a bit antsy, and went ahead and tried to find the image sources online.
		They turned out to be really easy to find, and one of them&apos;s even in the public domain.
		However, due to JavaScript stupidity, I can&apos;t actually use the $a[URI]s the professor provided, as their domain doesn&apos;t match where the code will be uploaded, and JavaScript will throw a tantrum and refuse to load the images.
		I can&apos;t upload the images either, as the site doesn&apos;t allow file uploads.
		I have to convert the images into <code>data:</code>-scheme $a[URI]s.
		I tried doing that though, and <a href="apt:geany">Geany</a> couldn&apos;t handle the huge, unbroken line the $a[URI]s took up very well, and slowed to a crawl, locking up every time I tried to type anything.
		The professor had chosen the absolute highest resolution image from each source.
		I downgraded to the lowest-resolution images, and while those still produced huge line sizes, they were within the limits of what Geany wouldn&apos;t choke on.
		Such huge $a[URI]s in the code won&apos;t look good, but what other choice do I have?
	</p>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			You make a good point about real-time animation focussing on efficiency.
			The problem with real-time animation is that there&apos;s not time to prepare frames ahead of time.
			The frames need to be generated on the spot as soon as they&apos;re needed.
			To make that possible, major corners need to be cut.
			On the other hand, with frame-at-a-time animation, you still need to keep a reasonable time frame for rendering in mind, but hours to days of rendering is acceptable (as opposed to milliseconds, for real-time animation), and you can get a lot fancier in what your scene includes and does.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<img src="/img/CC_BY-SA_3.0/minetest.net./weblog/2019/07/29.png" alt="The four level-based nodes in their white form" class="framed-centred-image" width="1024" height="600"/>
	<p>
		I&apos;ve updated Building Up From Zero to use the new unified levelling mechanic instead of the old mechanic with separate levels.
		I haven&apos;t done any major testing yet though, so there still could easily be bugs.
		I&apos;ve also decided to call the sand-based node the strength trainer, at least for now.
		Final name or not, having a name to call it allows me to work on the code, as you have to have a name to even define the node.
		For now, it does nothing, but the design has been drawn.
	</p>
	<p>
		Updating Building Up From Zero unfortunately required me to clear the old recipes, as they&apos;re no longer relevant.
		The nodes are now only available in creative mode.
		In the new system, while each node is <strong>*inspired*</strong> by a particular element, node of the nodes are actually related to the elements in any gameplay-defined way.
		There&apos;s not going to be a separate recipe for each node using each element.
		Instead, I need to come up with 256 unique recipes (one for each colour) based on nothing but what the nodes look like and how they&apos;re meant to function.
		Already, I have a shortcut.
		I&apos;ll define sixteen recipes, then create similar recipes that incorporate a dye into their input, multiplying the base recipes by sixteen (one for dyeless, fifteen more for the dyes).
		Still, that&apos;s sixteen base recipes I need, which will be a challenge.
		I&apos;m no longer limiting myself to using ingredients from old versions of the subgame though, as those restrictions have become obsolete.
		That gives me eight varieties of woody plant (trees and bushes) to work with in defining recipes for the terraforming node and five metals (pure and alloy) to work with in building the chain-locked boxes.
	</p>
	<p>
		I&apos;m going to be doing my testing and screenshooting in a duplicate of my main world, so as to have more than just bare terrain in the background, but also, this&apos;ll give me some already-earned levels to work with while testing.
	</p>
</section>
END
);
